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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What Interests You about "Level Up"?
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<blockquote data-quote="WarDriveWorley" data-source="post: 8665047" data-attributes="member: 6704190"><p>I've been interested in A5E since it was announced. The playtest only added to that interest. For me that interest was stoked because I like 5e as a framework, but I wanted a bit added to that framework. </p><p></p><p>My regular group though was interested, but not overly so. </p><p></p><p>So what I've done is go through the the books and did side by side comparisons for my group. I focused on character creation, the classes, the spells, and monster. I went through them and detailed the the O5E and A5E features and changes then talked with my group. Most changes we liked. Some we didn't (irresistible dance I'm staring at you). But overall we agreed the changes, even small were worth it. </p><p></p><p>Once we did that we looked at some of the new stuff, like journey mechanics. Again most of them we liked. </p><p></p><p>So overall we're all now very excited to fully switch over (we agreed to wait till this campaign is done)</p><p></p><p>Here's the things we like the most: </p><ul> <li data-xf-list-type="ul">A more granular character creation: The Heritage/Culture option makes character creation a bit more engaging. </li> <li data-xf-list-type="ul">Character classes that are more fleshed out: The added non-combat options really give the classes more life. My group made a test party and one of my characters made a Berserker that was the party's face and it worked. Classes don't feel like combat machines with utility options added as an afterthought. </li> <li data-xf-list-type="ul">Exploration/Journey Mechanics: As a DM trying to make journeys interesting in O5E has always been work. Some classes can tend to steal the limelight. The new rules give a much better framework for keeping the players interested in a long journey. </li> <li data-xf-list-type="ul">Magic: A5E reworked most spells. Some of them saw nerfed power (some good, some bad), some saw increased power, but most saw greater utility, especially with the addition of rare spells. </li> <li data-xf-list-type="ul">Combat Maneuvers: This is a big one for most of my group, giving more tactical options to melee characters is exciting. </li> <li data-xf-list-type="ul">Monsters: I know you mentioned that the monsters don't have certain options you liked (such as recharge abilities), but they're actually pretty different. However the differences are often in small ways that may not be readily visible. Despite not switching over yet I have used some new monsters and overall much prefer them. </li> <li data-xf-list-type="ul">Encounter Design: As a DM I hate the O5E encounter design mechanics and math. I've always felt like it's too different from the CR system built in 3E for it to really use that name and they should have just designed a new set of mechanics. Playing around with the rebalanced rules in A5E has walked back most of my criticisms. It's easier to use and makes way more sense than the base mechanics. </li> </ul></blockquote><p></p>
[QUOTE="WarDriveWorley, post: 8665047, member: 6704190"] I've been interested in A5E since it was announced. The playtest only added to that interest. For me that interest was stoked because I like 5e as a framework, but I wanted a bit added to that framework. My regular group though was interested, but not overly so. So what I've done is go through the the books and did side by side comparisons for my group. I focused on character creation, the classes, the spells, and monster. I went through them and detailed the the O5E and A5E features and changes then talked with my group. Most changes we liked. Some we didn't (irresistible dance I'm staring at you). But overall we agreed the changes, even small were worth it. Once we did that we looked at some of the new stuff, like journey mechanics. Again most of them we liked. So overall we're all now very excited to fully switch over (we agreed to wait till this campaign is done) Here's the things we like the most: [LIST] [*]A more granular character creation: The Heritage/Culture option makes character creation a bit more engaging. [*]Character classes that are more fleshed out: The added non-combat options really give the classes more life. My group made a test party and one of my characters made a Berserker that was the party's face and it worked. Classes don't feel like combat machines with utility options added as an afterthought. [*]Exploration/Journey Mechanics: As a DM trying to make journeys interesting in O5E has always been work. Some classes can tend to steal the limelight. The new rules give a much better framework for keeping the players interested in a long journey. [*]Magic: A5E reworked most spells. Some of them saw nerfed power (some good, some bad), some saw increased power, but most saw greater utility, especially with the addition of rare spells. [*]Combat Maneuvers: This is a big one for most of my group, giving more tactical options to melee characters is exciting. [*]Monsters: I know you mentioned that the monsters don't have certain options you liked (such as recharge abilities), but they're actually pretty different. However the differences are often in small ways that may not be readily visible. Despite not switching over yet I have used some new monsters and overall much prefer them. [*]Encounter Design: As a DM I hate the O5E encounter design mechanics and math. I've always felt like it's too different from the CR system built in 3E for it to really use that name and they should have just designed a new set of mechanics. Playing around with the rebalanced rules in A5E has walked back most of my criticisms. It's easier to use and makes way more sense than the base mechanics. [/LIST] [/QUOTE]
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